Max Robinson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| UAV Camera Mounting | I would add that in the ::onAdd(%this,%obj) function for the datablock. If you don't have one alread... read more | 01/25/2006 (8:28 am) |
| How do I get my player's position? | You can always check to make sure the player being spawned is for the first client ( ClientGroup.get... read more | 01/25/2006 (8:16 am) |
| UAV Camera Mounting | If your camera is part of your vehicle model... In the modeling program you are using, you could ... read more | 01/24/2006 (5:12 pm) |
| PlayerModel.setModel is bugged/doesnt work | That's tsMesh.cpp. It is loading materials. The ones with loaded materials display black, even... read more | 01/21/2006 (1:54 pm) |
| PlayerModel.setModel is bugged/doesnt work | Edit: thought it wasn't loading materials. it is.... read more | 01/21/2006 (12:56 pm) |
| CVS update | Don't think so. Hadn't tried it myself, but it would have been an easy fix if that were the case ;)... read more | 01/21/2006 (12:53 pm) |
| PlayerModel.setModel is bugged/doesnt work | Reading back through here, I see Azmodeus had the same problem as me. To sum up what I've tested: ... read more | 01/21/2006 (12:28 pm) |
| CVS update | Have you guys tried clearing out your font cache?... read more | 01/21/2006 (11:43 am) |
| Possible Explosion Sort Problem | Mike/anyone else who fixed it: what in specific did you change? Could this change be applied to ever... read more | 01/20/2006 (7:36 pm) |
| PlayerModel.setModel is bugged/doesnt work | Hey Vincent, I've been playing with Erik's version of it for a long time now and it never worked for... read more | 01/20/2006 (6:08 pm) |
| Some TSE Issues | The exporter will check in the directory the .max file is in automatically.... read more | 01/19/2006 (8:39 am) |
| Some TSE Issues | Number 1 - put a .cfg file (name doesnt matter, just extension) in the directory of the mesh that's ... read more | 01/17/2006 (6:28 pm) |
| Best Way to make Bullet Tracers | Oh, I totally forgot. A really leet way to make model-based tracers that don't have that corny pr... read more | 01/16/2006 (8:24 pm) |
| Best Way to make Bullet Tracers | Yeah, here it is. Forgot. Or maybe I just wanted to tease you. [url]http://www.garagegames.com/in... read more | 01/15/2006 (7:39 pm) |
| Best Way to make Bullet Tracers | Today is your lucky day. Made it a resource. Keep an eye out. But I still suggest the model-wise ... read more | 01/15/2006 (2:58 pm) |
| Best Way to make Bullet Tracers | Damn! I've had the resource nearly done for... I guess literally years. edit: I found that ... read more | 01/15/2006 (10:17 am) |
| Hiding in the Shadows | You could also cast rays from each lightsource, factor in the attenuation and brightness of the ligh... read more | 01/15/2006 (10:05 am) |
| For those SERIOUS about dynamic sky/clouds | Really cool - but the paper is in German.... read more | 01/13/2006 (9:44 pm) |
| Possible Explosion Sort Problem | Yeah I've noticed this one with particle emitters on engines. If I remember correctly, it only seeme... read more | 01/13/2006 (9:31 pm) |
| Big waves in TSE? | Check http://www.silenthunteriii.com/ Looks like a WW2 submarine sim gme. With a game lik... read more | 12/12/2005 (11:32 am) |
| 1.4's DynamicTexture and GUIs | Or as a control panel on a custodian or security bot :) Or for making computers in game look a lo... read more | 12/05/2005 (11:30 am) |
| Fog? | In general, its traditional to simply use particles to do localized "fog." In the last splinter cell... read more | 11/09/2005 (12:53 pm) |
| Perihperal Vision | The distortion itself is actually really nice looking. I think the trick with peripheral vision i... read more | 11/06/2005 (1:33 pm) |
| Doing the unthinkable... | Well floating point numbers don't provide a consistent level of accuracy. But +/- 20 million (?) doe... read more | 10/25/2005 (8:45 pm) |
| Big waves in TSE? | The shader isn't in the code, you can specify what material you want the waterblock to use. but yeah... read more | 10/21/2005 (5:11 pm) |
| Big waves in TSE? | I'd think you could get away with changing the vertex shader alone. There may be issues caused by th... read more | 10/19/2005 (10:10 pm) |
| Big waves in TSE? | Ah you're right JC, on the boats. And I guess the water in Nek a bit too. Those do look like vertex ... read more | 10/17/2005 (5:35 pm) |
| Big waves in TSE? | Randy, from what I remember off hand EQ2 has flat water, but there is a really big pulsing whiteness... read more | 10/16/2005 (6:51 pm) |
| Screen goes pink | Yeah its sort of a controlled recursion. You can adjust the MS timing to make it faster or slower, o... read more | 10/08/2005 (11:14 am) |
| Screen goes pink | It'd be in the source, in wheeledVehicle.cpp, though the processTick in vehicle.cpp would also work.... read more | 10/07/2005 (11:01 pm) |
| Distortion effects, the backbuffer, and particles | Woot! It looks better in motion. (may have to save it and play) [url=www.echelon5.net/max/explos... read more | 10/07/2005 (7:27 pm) |
| PlayerModel.setModel is bugged/doesnt work | Hey Erik! Proof of ownership right here :) (max@echelon5.net)... read more | 10/03/2005 (6:58 pm) |
| SplashData gone? | TSE is in some ways modular because of the resources people create and release. It'd be nice if ther... read more | 09/21/2005 (12:46 pm) |
| SplashData gone? | I'm guessing you can recreate splash with an animated dts if you were using it in a non-standard fas... read more | 09/16/2005 (10:59 am) |
| Warsparrow sliding backwards | The collision problem is not a new thing - a little project of mine involves a lot of aircraft and I... read more | 09/06/2005 (12:42 pm) |
| GFXD3DDevice::project fix | Alright, yeah, I was just confused with the GFX->get___Matrix functions. I think I was just passing ... read more | 09/05/2005 (7:03 pm) |
| TSE Bounties | Well fxSunLight is working, and whether I was supposed to or not, I uploaded the fix to the bounty p... read more | 09/02/2005 (6:19 pm) |
| I just bought TSE!!! | Got it about a week ago, been so busy working with it, havn't bothered checking the forums untill no... read more | 08/29/2005 (12:30 pm) |
| Mip mapping levels occuring too early | Yeah, that didn't effect the building at all. We have a huge flat diff that went crazy - at about 1 ... read more | 06/17/2005 (3:25 pm) |
| Vehicles | I made them all do a raycast upwards 1000 units and explode (called a function in script, along with... read more | 08/08/2004 (1:59 pm) |
| Complex objects with attached particle systems | To make it look good, you'll have to implement something into the engine. Look at how vehicles do pa... read more | 06/22/2004 (2:31 pm) |
| Water problem | You may not want fogDistance to be less than your highest fog volume - IE, one of your volumes sets ... read more | 06/21/2004 (8:18 pm) |
| Visibility, ghosting, and scope | I did a little radar, but I havnt really worked on it too much, but in mean time I've been thinking.... read more | 06/15/2004 (11:43 am) |
| Fluid joystick trick | Interesting. I did joysticks for aircraft, and instead created a separate bunch of functions for con... read more | 06/15/2004 (11:37 am) |
| Can a model crash a video card? | Ben I think you are right - using D3D would stop the crash and so did trying it later in the day aft... read more | 06/12/2004 (10:13 am) |
| Gamespeed ? | I regularly use the console $timescale = thing to make sure my particle effects and explosions are s... read more | 06/11/2004 (5:09 am) |
| Ideas for resources | Thomas, Mostlikely had something like your first idea. He worked on Tribes 2's "construction mod" if... read more | 06/10/2004 (8:42 am) |
| Can a model crash a video card? | OpenGL, as it looks the same and runs faster (on my ATI)... read more | 06/10/2004 (8:38 am) |
| Error, no zones found? Should always find root at least. | Just in case someone searches... I once had this problem - every time an aircraft would move, the... read more | 06/10/2004 (8:18 am) |
| Gamespeed ? |
In console:
$timescale = |
06/10/2004 (8:10 am) |